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magiccube / src / main / java / org / distorted / objects / MovementMinx.java @ 12313693

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objects;
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import org.distorted.library.type.Static3D;
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import static org.distorted.objects.TwistyMinx.C1;
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import static org.distorted.objects.TwistyMinx.C2;
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import static org.distorted.objects.TwistyMinx.LEN;
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import static org.distorted.objects.FactoryCubit.SIN54;
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import static org.distorted.objects.FactoryCubit.COS54;
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import static org.distorted.objects.TwistyObject.SQ5;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class MovementMinx extends Movement
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{
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  static final float DIST3D = (float)Math.sqrt(0.625f+0.275f*SQ5)/3;
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  static final float DIST2D = (0.5f*SIN54/COS54)/3;
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  static final Static3D[] FACE_AXIS = new Static3D[]
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         {
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           new Static3D( C2/LEN, C1/LEN, 0      ),
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           new Static3D( C2/LEN,-C1/LEN, 0      ),
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           new Static3D(-C2/LEN, C1/LEN, 0      ),
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           new Static3D(-C2/LEN,-C1/LEN, 0      ),
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           new Static3D( 0     , C2/LEN, C1/LEN ),
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           new Static3D( 0     , C2/LEN,-C1/LEN ),
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           new Static3D( 0     ,-C2/LEN, C1/LEN ),
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           new Static3D( 0     ,-C2/LEN,-C1/LEN ),
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           new Static3D( C1/LEN, 0     , C2/LEN ),
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           new Static3D( C1/LEN, 0     ,-C2/LEN ),
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           new Static3D(-C1/LEN, 0     , C2/LEN ),
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           new Static3D(-C1/LEN, 0     ,-C2/LEN )
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         };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  MovementMinx()
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    {
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    super(TwistyMinx.ROT_AXIS, FACE_AXIS, DIST3D, DIST2D);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int computeRowFromOffset(int face, int size, float offset)
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    {
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    return offset<DIST2D ? 0:2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float returnRotationFactor(int size, int row)
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    {
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    return 1.0f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO; approximation
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  boolean isInsideFace(int face, float[] p)
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    {
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    return ( p[0]*p[0] + p[1]*p[1] <= 1/(4*COS54*COS54) );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
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    {
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    enabled[0] = 5;
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    switch(face)
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      {
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      case  0:
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      case  3:  enabled[1]=1; enabled[2]=2; enabled[3]=3; enabled[4]=4; enabled[5]=5; break;
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      case  1:
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      case  2:  enabled[1]=0; enabled[2]=2; enabled[3]=3; enabled[4]=4; enabled[5]=5; break;
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      case  4:
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      case  7:  enabled[1]=0; enabled[2]=1; enabled[3]=3; enabled[4]=4; enabled[5]=5; break;
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      case  5:
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      case  6:  enabled[1]=0; enabled[2]=1; enabled[3]=2; enabled[4]=4; enabled[5]=5; break;
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      case  8:
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      case 11:  enabled[1]=0; enabled[2]=1; enabled[3]=2; enabled[4]=3; enabled[5]=5; break;
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      case  9:
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      case 10:  enabled[1]=0; enabled[2]=1; enabled[3]=2; enabled[4]=3; enabled[5]=4; break;
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      }
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    }
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}
(10-10/28)